phaser
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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
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JavaScript
/**
* @author Richard Davey <rich@phaser.io>
* @copyright 2013-2026 Phaser Studio Inc.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var CONST = require('../../const');
/**
* Renders this Game Object with the WebGL Renderer to the given Camera.
* The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera.
* This method should not be called directly. It is a utility function of the Render module.
*
* @method Phaser.GameObjects.Layer#renderWebGL
* @since 3.50.0
* @private
*
* @param {Phaser.Renderer.WebGL.WebGLRenderer} renderer - A reference to the current active WebGL renderer.
* @param {Phaser.GameObjects.Layer} layer - The Game Object being rendered in this call.
* @param {Phaser.Renderer.WebGL.DrawingContext} drawingContext - The current drawing context.
* @param {Phaser.GameObjects.Components.TransformMatrix} parentMatrix - This transform matrix is defined if the game object is nested
* @param {number} renderStep - The index of this function in the Game Object's list of render processes. Used to support multiple rendering functions.
* @param {Phaser.GameObjects.GameObject[]} displayList - The display list which is currently being rendered.
* @param {number} displayListIndex - The index of the Game Object within the display list.
*/
var LayerWebGLRenderer = function (renderer, layer, drawingContext, parentMatrix, renderStep, displayList, displayListIndex)
{
var children = layer.list;
var childCount = children.length;
if (childCount === 0)
{
return;
}
var currentContext = drawingContext;
var camera = currentContext.camera;
layer.depthSort();
var layerHasBlendMode = (layer.blendMode !== CONST.BlendModes.SKIP_CHECK);
if (!layerHasBlendMode && currentContext.blendMode !== 0)
{
// If Layer is SKIP_TEST then set blend mode to be Normal
currentContext = currentContext.getClone();
currentContext.setBlendMode(0);
currentContext.use();
}
var alpha = layer.alpha;
for (var i = 0; i < childCount; i++)
{
var child = children[i];
if (!child.willRender(camera))
{
continue;
}
var childAlphaTopLeft;
var childAlphaTopRight;
var childAlphaBottomLeft;
var childAlphaBottomRight;
if (child.alphaTopLeft !== undefined)
{
childAlphaTopLeft = child.alphaTopLeft;
childAlphaTopRight = child.alphaTopRight;
childAlphaBottomLeft = child.alphaBottomLeft;
childAlphaBottomRight = child.alphaBottomRight;
}
else
{
var childAlpha = child.alpha;
childAlphaTopLeft = childAlpha;
childAlphaTopRight = childAlpha;
childAlphaBottomLeft = childAlpha;
childAlphaBottomRight = childAlpha;
}
if (
!layerHasBlendMode &&
child.blendMode !== currentContext.blendMode &&
child.blendMode !== CONST.BlendModes.SKIP_CHECK
)
{
// If Layer doesn't have its own blend mode, then a child can have one
currentContext = currentContext.getClone();
currentContext.setBlendMode(child.blendMode);
currentContext.use();
}
child.setAlpha(childAlphaTopLeft * alpha, childAlphaTopRight * alpha, childAlphaBottomLeft * alpha, childAlphaBottomRight * alpha);
// Render
child.renderWebGLStep(renderer, child, currentContext, undefined, undefined, children, i);
// Restore original values
child.setAlpha(childAlphaTopLeft, childAlphaTopRight, childAlphaBottomLeft, childAlphaBottomRight);
}
// Release any remaining context.
if (currentContext !== drawingContext)
{
currentContext.release();
}
};
module.exports = LayerWebGLRenderer;